#pragma once #include "CoreMinimal.h" #include "Engine/DeveloperSettings.h" #include "Curves/CurveFloat.h" #include "FortniteUserInterfaceSettings.generated.h" UCLASS(Blueprintable, Config=Game) class FORTNITEENGINELOADINGSCREEN_API UFortniteUserInterfaceSettings : public UDeveloperSettings { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FRuntimeFloatCurve WidthScaleCurve; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FRuntimeFloatCurve HeightScaleCurve; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FRuntimeFloatCurve WidthScaleCurve_iOS_InGame; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FRuntimeFloatCurve HeightScaleCurve_iOS_InGame; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FRuntimeFloatCurve WidthScaleCurve_iOS_FrontEnd; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FRuntimeFloatCurve HeightScaleCurve_iOS_FrontEnd; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FRuntimeFloatCurve WidthScaleCurve_Android_InGame; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FRuntimeFloatCurve HeightScaleCurve_Android_InGame; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FRuntimeFloatCurve WidthScaleCurve_Android_FrontEnd; UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true)) FRuntimeFloatCurve HeightScaleCurve_Android_FrontEnd; UFortniteUserInterfaceSettings(); };